Proceedings Article10.1145/800248.807403
Polygon shadow generation
Peter Atherton,Kevin Weiler,Donald P. Greenberg +2 more
- 23 Aug 1978
- Vol. 12, Iss: 3, pp 275-281
141
TL;DR: A general purpose method for generating shadows using a polygonal coordinate data base based on an object space polygon clipping hidden surface removal algorithm, which may be easily created and viewed from any observer position with no additional depth sorting time required.
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Abstract: A general purpose method for generating shadows using a polygonal coordinate data base is presented. The method is based on an object space polygon clipping hidden surface removal algorithm. Output from the program is in the same three-dimensional polygon format as the input. Thus, a shadowed data environment may be easily created and viewed from any observer position with no additional depth sorting time required for the hidden surface removal process. Shadows can also be cast by more than one light source. Since the shadows are generated in object space, the results can be used for both visual display and numerical analysis.
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Citations
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An improved illumination model for shaded display
Turner Whitted
- 01 Dec 1988
TL;DR: In this article, a tree of "rays" extending from the viewer to the first surface encountered and from there to other surfaces and to the light sources is used to calculate the intensity of the light received by the viewer.
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An improved illumination model for shaded display
TL;DR: Consideration of all of these factors allows the shader to accurately simulate true reflection, shadows, and refraction, as well as the effects simulated by conventional shaders.
Survey of Texture Mapping
Paul S. Heckbert
- 01 Aug 1986
TL;DR: The fundamentals of texture mapping are surveyed, which can be spilt into two topics: the geometric mapping that warps a texture onto a surface, and the filtering necessary to avoid aliasing.
Adaptive radiosity textures for bidirectional ray tracing
Paul S. Heckbert
- 01 Sep 1990
TL;DR: A rendering method designed to provide accurate, general simulation of global illumination for realistic image synthesis, using a three-pass, bidirectional ray tracing algorithm that traces rays from both the lights and the eye.
Hidden surface removal using polygon area sorting
Kevin Weiler,Peter Atherton +1 more
- 20 Jul 1977
TL;DR: In this paper, a polygon hidden surface and hidden line removal algorithm is presented, which recursively subdivides the image into polygon shaped windows until the depth order within the window is found.
References
Models of light reflection for computer synthesized pictures
James F. Blinn
- 20 Jul 1977
TL;DR: A more accurate function for the generation of hilights which is based on some experimental measurements of how light reflects from real surfaces is presented, which differs from previous models in that the intensity of the hilight changes with the direction of the light source.
1.4K
Texture and reflection in computer generated images
James F. Blinn,Martin E. Newell +1 more
TL;DR: Extensions of this algorithm in the areas of texture simulation and lighting models are described, including extensions of the parametrization of a patch which defines a coordinate system which is used as a key for mapping patterns onto the surface.
A scan line algorithm for computer display of curved surfaces
Turner Whitted
- 23 Aug 1978
TL;DR: The method described here extends polygon based techniques to produce an excellent approximation of bi-cubic parametric surfaces in scan line order to produce shaded images of curved surfaces.
33
A scan line algorithm for displaying parametrically defined surfaces
James F. Blinn
- 23 Aug 1978
TL;DR: A scan line algorithm for drawing picture of parametrically defined surfaces using a bivariate Newton-Raphson solution of the defining equations to keep the algorithm general enough to apply to a wide variety of functional forms.